const int Value_Ri_ProtFire = 250;
const int Ri_ProtFire = 3;
const int Value_Ri_ProtEdge = 250;
const int Ri_ProtEdge = 3;
const int Value_Ri_ProtMage = 250;
const int Ri_ProtMage = 3;
const int Value_Ri_ProtPoint = 250;
const int Ri_ProtPoint = 3;
const int Value_Ri_ProtFire02 = 500;
const int Ri_ProtFire02 = 5;
const int Value_Ri_ProtEdge02 = 500;
const int Ri_ProtEdge02 = 5;
const int Value_Ri_ProtMage02 = 500;
const int Ri_ProtMage02 = 5;
const int Value_Ri_ProtPoint02 = 500;
const int Ri_ProtPoint02 = 5;
const int Value_Ri_ProtTotal = 600;
const int Ri_TProtFire = 2;
const int Ri_TProtEdge = 3;
const int Ri_TProtMage = 2;
const int Ri_TProtPoint = 3;
const int Value_Ri_ProtTotal02 = 1000;
const int Ri_TProtFire02 = 3;
const int Ri_TProtEdge02 = 5;
const int Ri_TProtMage02 = 3;
const int Ri_TProtPoint02 = 5;
const int Value_Ri_Dex = 300;
const int Ri_Dex = 3;
const int Value_Ri_Dex02 = 500;
const int Ri_Dex02 = 5;
const int VALUE_RI_DEX03 = 1000;
const int RI_DEX03 = 15;
const int Value_Ri_Mana = 500;
const int Ri_Mana = 5;
const int Value_Ri_Mana02 = 1000;
const int Ri_Mana02 = 10;
const int Value_Ri_Strg = 300;
const int Ri_Strg = 3;
const int Value_Ri_Strg02 = 500;
const int Ri_Strg02 = 5;
const int Value_Ri_Hp = 200;
const int Ri_Hp = 20;
const int Value_Ri_Hp02 = 400;
const int Ri_Hp02 = 40;
const int Value_Ri_HpMana = 1300;
const int Ri_HpMana_Hp = 30;
const int Ri_HpMana_Mana = 10;
const int Value_Ri_DexStrg = 800;
const int Ri_DexStrg_Dex = 4;
const int Ri_DexStrg_Strg = 4;
const int RI_TPROTVEPR = 15;
const int RI_TPROTINNOSJUDGE = 10;
const int RI_TPROTINNOSJUDGETWO = 15;
const int RI_PROTMAGE_GUARD_01 = 25;
const int RI_PROTMAGE_GUARD_02 = 50;
const int RI_MANA_NARUS = 100;
const int RI_DEXSTRG_STRG_UDAR = 50;
 
instance ItRi_Prot_Fire_01(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_ProtFire;
	visual = "ItRi_Prot_Fire_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Prot_Fire_01;
	on_unequip = UnEquip_ItRi_Prot_Fire_01;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Flammenschutzring";
	text[2] = NAME_Prot_Fire;
	count[2] = Ri_ProtFire;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Prot_Fire_01()
{
	self.protection[PROT_FIRE] += Ri_ProtFire;
};
 
func void UnEquip_ItRi_Prot_Fire_01()
{
	self.protection[PROT_FIRE] -= Ri_ProtFire;
};
 
 
instance ITRI_LANZRING(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = 500;
	visual = "ItRi_Prot_Fire_02.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Lance' Ring";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
instance ITRI_TROKARRING(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = 100;
	visual = "ItRi_Prot_Fire_02.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Trokars Ring";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
instance ItRi_Prot_Fire_02(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_ProtFire02;
	visual = "ItRi_Prot_Fire_02.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Prot_Fire_02;
	on_unequip = UnEquip_ItRi_Prot_Fire_02;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "FeuerRing";
	text[2] = NAME_Prot_Fire;
	count[2] = Ri_ProtFire02;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Prot_Fire_02()
{
	self.protection[PROT_FIRE] += Ri_ProtFire02;
};
 
func void UnEquip_ItRi_Prot_Fire_02()
{
	self.protection[PROT_FIRE] -= Ri_ProtFire02;
};
 
 
instance ItRi_Prot_Point_01(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_ProtPoint;
	visual = "ItRi_Prot_Point_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Prot_Point_01;
	on_unequip = UnEquip_ItRi_Prot_Point_01;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Holzhaut";
	text[2] = NAME_Prot_Point;
	count[2] = Ri_ProtPoint;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Prot_Point_01()
{
	self.protection[PROT_POINT] += Ri_ProtPoint;
};
 
func void UnEquip_ItRi_Prot_Point_01()
{
	self.protection[PROT_POINT] -= Ri_ProtPoint;
};
 
 
instance ItRi_Prot_Point_02(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_ProtPoint02;
	visual = "ItRi_Prot_Point_02.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Prot_Point_02;
	on_unequip = UnEquip_ItRi_Prot_Point_02;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Steinhaut";
	text[2] = NAME_Prot_Point;
	count[2] = Ri_ProtPoint02;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Prot_Point_02()
{
	self.protection[PROT_POINT] += Ri_ProtPoint02;
};
 
func void UnEquip_ItRi_Prot_Point_02()
{
	self.protection[PROT_POINT] -= Ri_ProtPoint02;
};
 
 
instance ItRi_Prot_Edge_01(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_ProtEdge;
	visual = "ItRi_Prot_Edge_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Prot_Edge_01;
	on_unequip = UnEquip_ItRi_Prot_Edge_01;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Eisenhaut";
	text[2] = NAME_Prot_Edge;
	count[2] = Ri_ProtEdge;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Prot_Edge_01()
{
	self.protection[PROT_EDGE] += Ri_ProtEdge;
	self.protection[PROT_BLUNT] += Ri_ProtEdge;
};
 
func void UnEquip_ItRi_Prot_Edge_01()
{
	self.protection[PROT_EDGE] -= Ri_ProtEdge;
	self.protection[PROT_BLUNT] -= Ri_ProtEdge;
};
 
 
instance ItRi_Prot_Edge_02(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_ProtEdge02;
	visual = "ItRi_Prot_Edge_02.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Prot_Edge_02;
	on_unequip = UnEquip_ItRi_Prot_Edge_02;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Erzhaut";
	text[2] = NAME_Prot_Edge;
	count[2] = Ri_ProtEdge02;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Prot_Edge_02()
{
	self.protection[PROT_EDGE] += Ri_ProtEdge02;
	self.protection[PROT_BLUNT] += Ri_ProtEdge02;
};
 
func void UnEquip_ItRi_Prot_Edge_02()
{
	self.protection[PROT_EDGE] -= Ri_ProtEdge02;
	self.protection[PROT_BLUNT] -= Ri_ProtEdge02;
};
 
 
instance ItRi_Prot_Mage_01(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_ProtMage;
	visual = "ItRi_Prot_Mage_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Prot_Mage_01;
	on_unequip = UnEquip_ItRi_Prot_Mage_01;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Geisteskraft";
	text[2] = NAME_Prot_Magic;
	count[2] = Ri_ProtMage;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Prot_Mage_01()
{
	self.protection[PROT_MAGIC] += Ri_ProtMage;
};
 
func void UnEquip_ItRi_Prot_Mage_01()
{
	self.protection[PROT_MAGIC] -= Ri_ProtMage;
};
 
 
instance ItRi_Prot_Mage_02(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_ProtMage02;
	visual = "ItRi_Prot_Mage_02.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Prot_Mage_02;
	on_unequip = UnEquip_ItRi_Prot_Mage_02;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Verteidigung";
	text[2] = NAME_Prot_Magic;
	count[2] = Ri_ProtMage02;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Prot_Mage_02()
{
	self.protection[PROT_MAGIC] += Ri_ProtMage02;
};
 
func void UnEquip_ItRi_Prot_Mage_02()
{
	self.protection[PROT_MAGIC] -= Ri_ProtMage02;
};
 
 
instance ItRi_Prot_Total_01(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_ProtTotal;
	visual = "ItRi_Prot_Total_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Prot_Total_01;
	on_unequip = UnEquip_ItRi_Prot_Total_01;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Unbezwingbarkeit";
	text[1] = NAME_Prot_Magic;
	count[1] = Ri_TProtMage;
	text[2] = NAME_Prot_Fire;
	count[2] = Ri_TProtFire;
	text[3] = NAME_Prot_Point;
	count[3] = Ri_TProtPoint;
	text[4] = NAME_Prot_Edge;
	count[4] = Ri_TProtEdge;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Prot_Total_01()
{
	self.protection[PROT_EDGE] += Ri_TProtEdge;
	self.protection[PROT_BLUNT] += Ri_TProtEdge;
	self.protection[PROT_POINT] += Ri_TProtPoint;
	self.protection[PROT_FIRE] += Ri_TProtFire;
	self.protection[PROT_MAGIC] += Ri_TProtMage;
};
 
func void UnEquip_ItRi_Prot_Total_01()
{
	self.protection[PROT_EDGE] -= Ri_TProtEdge;
	self.protection[PROT_BLUNT] -= Ri_TProtEdge;
	self.protection[PROT_POINT] -= Ri_TProtPoint;
	self.protection[PROT_FIRE] -= Ri_TProtFire;
	self.protection[PROT_MAGIC] -= Ri_TProtMage;
};
 
 
instance ItRi_Prot_Total_02(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_ProtTotal02;
	visual = "ItRi_Prot_Total_02.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Prot_Total_02;
	on_unequip = UnEquip_ItRi_Prot_Total_02;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Unbesiegbarkeit";
	text[1] = NAME_Prot_Magic;
	count[1] = Ri_TProtMage02;
	text[2] = NAME_Prot_Fire;
	count[2] = Ri_TProtFire02;
	text[3] = NAME_Prot_Point;
	count[3] = Ri_TProtPoint02;
	text[4] = NAME_Prot_Edge;
	count[4] = Ri_TProtEdge02;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Prot_Total_02()
{
	self.protection[PROT_EDGE] += Ri_TProtEdge02;
	self.protection[PROT_BLUNT] += Ri_TProtEdge02;
	self.protection[PROT_POINT] += Ri_TProtPoint02;
	self.protection[PROT_FIRE] += Ri_TProtFire02;
	self.protection[PROT_MAGIC] += Ri_TProtMage02;
};
 
func void UnEquip_ItRi_Prot_Total_02()
{
	self.protection[PROT_EDGE] -= Ri_TProtEdge02;
	self.protection[PROT_BLUNT] -= Ri_TProtEdge02;
	self.protection[PROT_POINT] -= Ri_TProtPoint02;
	self.protection[PROT_FIRE] -= Ri_TProtFire02;
	self.protection[PROT_MAGIC] -= Ri_TProtMage02;
};
 
 
instance ItRi_Dex_01(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_Dex;
	visual = "ItRi_Dex_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Dex_01;
	on_unequip = UnEquip_ItRi_Dex_01;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Gewandtheit";
	text[2] = NAME_Bonus_Dex;
	count[2] = Ri_Dex;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Dex_01()
{
	Npc_ChangeAttribute(self,ATR_DEXTERITY,Ri_Dex);
};
 
func void UnEquip_ItRi_Dex_01()
{
	Npc_ChangeAttribute(self,ATR_DEXTERITY,-Ri_Dex);
};
 
 
instance ItRi_Dex_02(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_Dex02;
	visual = "ItRi_Dex_02.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Dex_02;
	on_unequip = UnEquip_ItRi_Dex_02;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Geschicklichkeit";
	text[2] = NAME_Bonus_Dex;
	count[2] = Ri_Dex02;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Dex_02()
{
	Npc_ChangeAttribute(self,ATR_DEXTERITY,Ri_Dex02);
};
 
func void UnEquip_ItRi_Dex_02()
{
	Npc_ChangeAttribute(self,ATR_DEXTERITY,-Ri_Dex02);
};
 
 
instance ItRi_HP_01(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_Hp;
	visual = "ItRi_Hp_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Hp_01;
	on_unequip = UnEquip_ItRi_Hp_01;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Lebenskraft";
	text[2] = NAME_Bonus_HP;
	count[2] = Ri_Hp;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Hp_01()
{
	self.attribute[ATR_HITPOINTS_MAX] = self.attribute[ATR_HITPOINTS_MAX] + Ri_Hp;
	self.attribute[ATR_HITPOINTS] = self.attribute[ATR_HITPOINTS] + Ri_Hp;
};
 
func void UnEquip_ItRi_Hp_01()
{
	self.attribute[ATR_HITPOINTS_MAX] = self.attribute[ATR_HITPOINTS_MAX] - Ri_Hp;
	if(self.attribute[ATR_HITPOINTS] > (Ri_Hp + 1))
	{
		self.attribute[ATR_HITPOINTS] = self.attribute[ATR_HITPOINTS] - Ri_Hp;
	}
	else
	{
		self.attribute[ATR_HITPOINTS] = 2;
	};
};
 
 
instance ItRi_Hp_02(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_Hp02;
	visual = "ItRi_Hp_02.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Hp_02;
	on_unequip = UnEquip_ItRi_Hp_02;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Lebendigkeit";
	text[2] = NAME_Bonus_HP;
	count[2] = Ri_Hp02;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Hp_02()
{
	self.attribute[ATR_HITPOINTS_MAX] = self.attribute[ATR_HITPOINTS_MAX] + Ri_Hp02;
	self.attribute[ATR_HITPOINTS] = self.attribute[ATR_HITPOINTS] + Ri_Hp02;
};
 
func void UnEquip_ItRi_Hp_02()
{
	self.attribute[ATR_HITPOINTS_MAX] = self.attribute[ATR_HITPOINTS_MAX] - Ri_Hp02;
	if(self.attribute[ATR_HITPOINTS] > (Ri_Hp02 + 1))
	{
		self.attribute[ATR_HITPOINTS] = self.attribute[ATR_HITPOINTS] - Ri_Hp02;
	}
	else
	{
		self.attribute[ATR_HITPOINTS] = 2;
	};
};
 
 
instance ItRi_Str_01(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_Strg;
	visual = "ItRi_Str_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Str_01;
	on_unequip = UnEquip_ItRi_Str_01;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Kraft";
	text[2] = NAME_Bonus_Str;
	count[2] = Ri_Strg;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Str_01()
{
	Npc_ChangeAttribute(self,ATR_STRENGTH,Ri_Strg);
};
 
func void UnEquip_ItRi_Str_01()
{
	Npc_ChangeAttribute(self,ATR_STRENGTH,-Ri_Strg);
};
 
 
instance ItRi_Str_02(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_Strg02;
	visual = "ItRi_Str_02.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Str_02;
	on_unequip = UnEquip_ItRi_Str_02;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Starke";
	text[2] = NAME_Bonus_Str;
	count[2] = Ri_Strg02;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Str_02()
{
	Npc_ChangeAttribute(self,ATR_STRENGTH,Ri_Strg02);
};
 
func void UnEquip_ItRi_Str_02()
{
	Npc_ChangeAttribute(self,ATR_STRENGTH,-Ri_Strg02);
};
 
 
instance ItRi_Mana_01(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_Mana;
	visual = "ItRi_Mana_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Mana_01;
	on_unequip = UnEquip_ItRi_Mana_01;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Magie";
	text[2] = NAME_Bonus_Mana;
	count[2] = Ri_Mana;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Mana_01()
{
	self.attribute[ATR_MANA_MAX] = self.attribute[ATR_MANA_MAX] + Ri_Mana;
	self.attribute[ATR_MANA] = self.attribute[ATR_MANA] + Ri_Mana;
};
 
func void UnEquip_ItRi_Mana_01()
{
	self.attribute[ATR_MANA_MAX] = self.attribute[ATR_MANA_MAX] - Ri_Mana;
	if(self.attribute[ATR_MANA] >= Ri_Mana)
	{
		self.attribute[ATR_MANA] = self.attribute[ATR_MANA] - Ri_Mana;
	}
	else
	{
		self.attribute[ATR_MANA] = 0;
	};
};
 
 
instance ItRi_Mana_02(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_Mana02;
	visual = "ItRi_Mana_02.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Mana_02;
	on_unequip = UnEquip_ItRi_Mana_02;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der astralen Kraft";
	text[2] = NAME_Bonus_Mana;
	count[2] = Ri_Mana02;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Mana_02()
{
	self.attribute[ATR_MANA_MAX] = self.attribute[ATR_MANA_MAX] + Ri_Mana02;
	self.attribute[ATR_MANA] = self.attribute[ATR_MANA] + Ri_Mana02;
};
 
func void UnEquip_ItRi_Mana_02()
{
	self.attribute[ATR_MANA_MAX] = self.attribute[ATR_MANA_MAX] - Ri_Mana02;
	if(self.attribute[ATR_MANA] >= Ri_Mana02)
	{
		self.attribute[ATR_MANA] = self.attribute[ATR_MANA] - Ri_Mana02;
	}
	else
	{
		self.attribute[ATR_MANA] = 0;
	};
};
 
 
instance ItRi_Hp_Mana_01(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_HpMana;
	visual = "ItRi_Hp_Mana_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Hp_Mana_01;
	on_unequip = UnEquip_ItRi_Hp_Mana_01;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Erleuchtung";
	text[2] = NAME_Bonus_Mana;
	count[2] = Ri_HpMana_Mana;
	text[3] = NAME_Bonus_HP;
	count[3] = Ri_HpMana_Hp;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Hp_Mana_01()
{
	self.attribute[ATR_MANA] = self.attribute[ATR_MANA] + Ri_HpMana_Mana;
	self.attribute[ATR_MANA_MAX] = self.attribute[ATR_MANA_MAX] + Ri_HpMana_Mana;
	self.attribute[ATR_HITPOINTS] = self.attribute[ATR_HITPOINTS] + Ri_HpMana_Hp;
	self.attribute[ATR_HITPOINTS_MAX] = self.attribute[ATR_HITPOINTS_MAX] + Ri_HpMana_Hp;
};
 
func void UnEquip_ItRi_Hp_Mana_01()
{
	self.attribute[ATR_MANA_MAX] = self.attribute[ATR_MANA_MAX] - Ri_HpMana_Mana;
	self.attribute[ATR_HITPOINTS_MAX] = self.attribute[ATR_HITPOINTS_MAX] - Ri_HpMana_Hp;
	if(self.attribute[ATR_HITPOINTS] > (Ri_HpMana_Hp + 1))
	{
		self.attribute[ATR_HITPOINTS] = self.attribute[ATR_HITPOINTS] - Ri_HpMana_Hp;
	}
	else
	{
		self.attribute[ATR_HITPOINTS] = 2;
	};
	if(self.attribute[ATR_MANA] >= Ri_HpMana_Hp)
	{
		self.attribute[ATR_MANA] = self.attribute[ATR_MANA] - Ri_HpMana_Hp;
	}
	else
	{
		self.attribute[ATR_MANA] = 0;
	};
};
 
 
instance ItRi_Dex_Strg_01(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = Value_Ri_DexStrg;
	visual = "ItRi_Dex_Strg_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = Equip_ItRi_Dex_Strg_01;
	on_unequip = UnEquip_ItRi_Dex_Strg_01;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Macht";
	text[2] = NAME_Bonus_Str;
	count[2] = 5;
	text[3] = NAME_Bonus_Dex;
	count[3] = 5;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void Equip_ItRi_Dex_Strg_01()
{
	Npc_ChangeAttribute(self,ATR_STRENGTH,Ri_DexStrg_Strg);
	Npc_ChangeAttribute(self,ATR_DEXTERITY,Ri_DexStrg_Dex);
};
 
func void UnEquip_ItRi_Dex_Strg_01()
{
	Npc_ChangeAttribute(self,ATR_STRENGTH,-Ri_DexStrg_Strg);
	Npc_ChangeAttribute(self,ATR_DEXTERITY,-Ri_DexStrg_Dex);
};
 
 
instance ITRI_RITUALPLACE(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = 2000;
	visual = "ItRi_Dex_Strg_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = equip_itri_ritualplace;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring des Sonnenkreises";
	text[2] = "Ritual-Ring der Feuermagier";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
var string ritualplaceringwp;
 
func void equip_itri_ritualplace()
{
	if(NEWWORLD_ZEN != CurrentLevel)
	{
		PrintScreen(PRINT_TeleportTooFarAway,-1,YPOS_LevelUp,FONT_ScreenSmall,2);
	}
	else
	{
		AI_Teleport(hero,"NW_TROLLAREA_RITUAL_02");
		AI_PlayAni(hero,"T_HEASHOOT_2_STAND");
	};
};
 
 
instance ITRI_REGENERATEHP(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = 5000;
	visual = "ItRi_Dex_Strg_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = equip_itri_regeneratehp;
	on_unequip = unequip_itri_regeneratehp;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der schnellen Erholung";
	text[1] = "Auf dem Ring sind uralte Runen eingraviert...";
	text[2] = "Bei Benutzung ist keine Fortbewegung moglich...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void equip_itri_regeneratehp()
{
	HEALRINGEQUIP = TRUE;
	if(MANARINGEQUIP == FALSE)
	{
		ZSCOUNTHEAL = 0;
		REGENERATEFREEZE = TRUE;
		AI_StartState(self,ZS_MagicFreeze,0,"");
	};
};
 
func void unequip_itri_regeneratehp()
{
	if(MANARINGEQUIP == FALSE)
	{
		ZSCOUNTHEAL = 0;
		REGENERATEFREEZE = FALSE;
		PROCESSREGENERATE = FALSE;
		PROCESSREGENERATEHPEND = FALSE;
		Npc_StopAni(self,"T_MAGRUN_2_HEASHOOT");
		Npc_ClearAIQueue(self);
		AI_Standup(self);
	};
	HEALRINGEQUIP = FALSE;
};
 
 
instance ITRI_REGENERATEMANA(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = 5000;
	visual = "ItRi_Prot_Mage_02.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = equip_itri_regeneratemana;
	on_unequip = unequip_itri_regeneratemana;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der geistigen Regeneration";
	text[1] = "Auf dem Ring sind uralte Runen eingraviert...";
	text[2] = "Bei Benutzung ist keine Fortbewegung moglich...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void equip_itri_regeneratemana()
{
	MANARINGEQUIP = TRUE;
	if(HEALRINGEQUIP == FALSE)
	{
		ZSCOUNTMANA = 0;
		REGENERATEFREEZE = TRUE;
		AI_StartState(self,ZS_MagicFreeze,0,"");
	};
};
 
func void unequip_itri_regeneratemana()
{
	if(HEALRINGEQUIP == FALSE)
	{
		ZSCOUNTMANA = 0;
		REGENERATEFREEZE = FALSE;
		PROCESSREGENERATE = FALSE;
		PROCESSREGENERATEMANAEND = FALSE;
		Npc_StopAni(self,"T_MAGRUN_2_HEASHOOT");
		Npc_ClearAIQueue(self);
		AI_Standup(self);
	};
	MANARINGEQUIP = FALSE;
};
 
 
instance ITRI_SPEED(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = 5000;
	visual = "ItRi_Prot_Total_02.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = equip_itri_speed;
	on_unequip = unequip_itri_speed;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Schnelligkeit";
	text[1] = "Erhoht die Geschwindigkeit der Fortbewegung...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void equip_itri_speed()
{
	Mdl_ApplyOverlayMds(self,"HUMANS_SPRINT.MDS");
};
 
func void unequip_itri_speed()
{
	Mdl_RemoveOverlayMds(self,"HUMANS_SPRINT.MDS");
};
 
 
instance ITRI_GUARDIANS_01(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING | ITEM_MISSION;
	value = 0;
	visual = "ItRi_Prot_Edge_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = equip_itri_guardians_01;
	on_unequip = unequip_itri_guardians_01;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Finsternis";
	text[2] = "Diesen Ring gab mir der Huter Dagot.";
	text[3] = "Auf dem Ring sind uralte Runen eingraviert...";
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void equip_itri_guardians_01()
{
	Wld_PlayEffect("FX_EarthQuake",self,self,0,0,0,FALSE);
	Snd_Play("MFX_FEAR_CAST");
	GUARDIAN_RING = TRUE;
	AI_PrintScreen(PRINT_GUARDIANRING,-1,-1,FONT_Screen,2);
	self.protection[PROT_MAGIC] += RI_PROTMAGE_GUARD_01;
};
 
func void unequip_itri_guardians_01()
{
	GUARDIAN_RING = FALSE;
	self.protection[PROT_MAGIC] -= RI_PROTMAGE_GUARD_01;
};
 
 
instance ITRI_GUARDIANS_02(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING | ITEM_MISSION;
	value = 0;
	visual = "ItRi_Prot_Edge_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = equip_itri_guardians_01;
	on_unequip = unequip_itri_guardians_01;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Elemente";
	text[2] = "Ring des Adepten des heiligen Kreises der Huter";
	text[3] = "Auf dem Ring sind uralte Runen eingraviert...";
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void equip_itri_guardians_02()
{
	Wld_PlayEffect("FX_EarthQuake",self,self,0,0,0,FALSE);
	Snd_Play("MFX_FEAR_CAST");
	GUARDIAN_RING_ADEPT = TRUE;
	AI_PrintScreen(PRINT_GUARDIANRING,-1,-1,FONT_Screen,2);
	self.protection[PROT_MAGIC] += RI_PROTMAGE_GUARD_02;
};
 
func void unequip_itri_guardians_02()
{
	GUARDIAN_RING_ADEPT = FALSE;
	self.protection[PROT_MAGIC] -= RI_PROTMAGE_GUARD_02;
};
 
 
instance ITRI_SARAFAMILYRING(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING | ITEM_MISSION;
	value = 300;
	visual = "ItRi_Dex_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = name;
	text[2] = "Familienring der Handlerin Sarah...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
instance ITRI_HAKONMISSRING(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING | ITEM_MISSION;
	value = 300;
	visual = "ItRi_Hp_Mana_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	wear = WEAR_EFFECT;
	description = "Ring";
	text[2] = "Auf der Innenseite des Rings";
	text[3] = "ist der Name Hakon eingraviert...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
instance ITRI_PILLIGRIMRING(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING | ITEM_MISSION;
	value = 300;
	visual = "ItRi_Dex_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = equip_itri_pilligrimring;
	on_unequip = unequip_itri_pilligrimring;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring des Pilgers";
	text[3] = NAME_TRADEMASTERRING;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void equip_itri_pilligrimring()
{
	if(TRADEMASTERBEGAN == TRUE)
	{
		MASTERTRADEGUILD = TRUE;
	};
};
 
func void unequip_itri_pilligrimring()
{
	if(TRADEMASTERBEGAN == TRUE)
	{
		MASTERTRADEGUILD = FALSE;
	};
};
 
 
instance ITRI_GRITTASRING(C_Item)
{
	name = "Grittas Ehering";
	mainflag = ITEM_KAT_NONE;
	flags = ITEM_RING | ITEM_MISSION;
	value = Value_GoldRing;
	visual = "ItMi_GoldRing.3DS";
	material = MAT_METAL;
	description = name;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
instance ITRI_VEPR(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = 1500;
	visual = "ItRi_Prot_Point_02.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = equip_itri_vepr;
	on_unequip = unequip_itri_vepr;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring des Wilden Ebers";
	text[2] = NAME_Prot_Edge;
	count[2] = RI_TPROTVEPR;
	text[3] = NAME_Prot_Point;
	count[3] = RI_TPROTVEPR;
	text[4] = "Diesen Ring bekam ich als Andenken vom Jager Barem...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void equip_itri_vepr()
{
	self.protection[PROT_EDGE] += RI_TPROTVEPR;
	self.protection[PROT_BLUNT] += RI_TPROTVEPR;
	self.protection[PROT_POINT] += RI_TPROTVEPR;
};
 
func void unequip_itri_vepr()
{
	self.protection[PROT_EDGE] -= RI_TPROTVEPR;
	self.protection[PROT_BLUNT] -= RI_TPROTVEPR;
	self.protection[PROT_POINT] -= RI_TPROTVEPR;
};
 
 
instance ITRI_INNOSJUDGE(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = 5000;
	visual = "ItRi_Prot_Total_02.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = equip_itri_innosjudge;
	on_unequip = unequip_itri_innosjudge;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Innos Heldenmut";
	text[1] = NAME_Prot_Edge;
	count[1] = RI_TPROTINNOSJUDGE;
	text[2] = NAME_Prot_Point;
	count[2] = RI_TPROTINNOSJUDGE;
	text[3] = NAME_Prot_Fire;
	count[3] = RI_TPROTINNOSJUDGETWO;
	text[4] = NAME_Prot_Magic;
	count[4] = RI_TPROTINNOSJUDGETWO;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void equip_itri_innosjudge()
{
	self.protection[PROT_EDGE] += RI_TPROTINNOSJUDGE;
	self.protection[PROT_BLUNT] += RI_TPROTINNOSJUDGE;
	self.protection[PROT_POINT] += RI_TPROTINNOSJUDGE;
	self.protection[PROT_FIRE] += RI_TPROTINNOSJUDGETWO;
	self.protection[PROT_MAGIC] += RI_TPROTINNOSJUDGETWO;
};
 
func void unequip_itri_innosjudge()
{
	self.protection[PROT_EDGE] -= RI_TPROTINNOSJUDGE;
	self.protection[PROT_BLUNT] -= RI_TPROTINNOSJUDGE;
	self.protection[PROT_POINT] -= RI_TPROTINNOSJUDGE;
	self.protection[PROT_FIRE] -= RI_TPROTINNOSJUDGETWO;
	self.protection[PROT_MAGIC] -= RI_TPROTINNOSJUDGETWO;
};
 
 
instance ITRI_NARUS(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = 2000;
	visual = "ItRi_Prot_Fire_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = equip_itri_narus;
	on_unequip = unequip_itri_narus;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring des Wassers";
	text[2] = "Diesen Ring gab mir der Huter Narus.";
	text[3] = "Auf dem Ring sind uralte Runen eingraviert...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void equip_itri_narus()
{
	self.attribute[ATR_MANA_MAX] = self.attribute[ATR_MANA_MAX] + RI_MANA_NARUS;
	self.attribute[ATR_MANA] = self.attribute[ATR_MANA] + RI_MANA_NARUS;
	GUARDIAN_RING_NARUS = TRUE;
};
 
func void unequip_itri_narus()
{
	self.attribute[ATR_MANA_MAX] = self.attribute[ATR_MANA_MAX] - RI_MANA_NARUS;
	if(self.attribute[ATR_MANA] >= RI_MANA_NARUS)
	{
		self.attribute[ATR_MANA] = self.attribute[ATR_MANA] - RI_MANA_NARUS;
	}
	else
	{
		self.attribute[ATR_MANA] = 0;
	};
	GUARDIAN_RING_NARUS = FALSE;
};
 
 
instance ITRI_LEVIATAN(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = 1500;
	visual = "ItRi_Prot_Fire_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = equip_itri_leviatan;
	on_unequip = unequip_itri_leviatan;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring der Levitation";
	text[2] = "Auf dem Ring ist ein Zeichen eingraviert, das der Form eines Flugels gleicht...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void equip_itri_leviatan()
{
	Mdl_ApplyOverlayMds(self,"humans_skeleton_fly.mds");
};
 
func void unequip_itri_leviatan()
{
	Mdl_RemoveOverlayMds(self,"humans_skeleton_fly.mds");
};
 
 
instance ITRI_UDARGIFT(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = 1500;
	visual = "ItRi_Prot_Fire_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = equip_itri_udargift;
	on_unequip = unequip_itri_udargift;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Wort der Starke";
	text[2] = "Auf dem Ring ist ein Zeichen des Schwertes eingraviert...";
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void equip_itri_udargift()
{
	Npc_ChangeAttribute(self,ATR_STRENGTH,RI_DEXSTRG_STRG_UDAR);
};
 
func void unequip_itri_udargift()
{
	Npc_ChangeAttribute(self,ATR_STRENGTH,-RI_DEXSTRG_STRG_UDAR);
};
 
 
instance ITRI_DEX_03(C_Item)
{
	name = NAME_Ring;
	mainflag = ITEM_KAT_MAGIC;
	flags = ITEM_RING;
	value = VALUE_RI_DEX03;
	visual = "ItRi_Dex_01.3ds";
	visual_skin = 0;
	material = MAT_METAL;
	on_equip = equip_itri_dex_03;
	on_unequip = unequip_itri_dex_03;
	wear = WEAR_EFFECT;
	effect = "SPELLFX_ITEMGLIMMER";
	description = "Ring des Gauners";
	text[2] = NAME_Bonus_Dex;
	count[2] = RI_DEX03;
	text[5] = NAME_Value;
	count[5] = value;
	inv_zbias = INVCAM_ENTF_RING_STANDARD;
	inv_rotz = INVCAM_Z_RING_STANDARD;
	inv_rotx = INVCAM_X_RING_STANDARD;
};
 
 
func void equip_itri_dex_03()
{
	Npc_ChangeAttribute(self,ATR_DEXTERITY,RI_DEX03);
};
 
func void unequip_itri_dex_03()
{
	Npc_ChangeAttribute(self,ATR_DEXTERITY,-RI_DEX03);
};